Crowdsourced Design: Difference between revisions
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#see our case study on [[Threadless]] | #see our case study on [[Threadless]] | ||
#[http://www.spreadshirt.net/en/GB/T-Shirt/Spreadshirt-1342/ Spreadshirt] | #[http://www.spreadshirt.net/en/GB/T-Shirt/Spreadshirt-1342/ Spreadshirt] | ||
==[[frogMob]]== | |||
Massimo Menichinelli: | |||
"Another renowned design and innovation consultancy, Frog Design, has started being interested in bringing mass collaboration inside the design process developing frogMob, “an experimental method of guerilla research”. This is clearly not a case of Open Design, but of Crowdsourcing: there is no real collaboration, but only challenges offered to any internet surfer (i.e. the crowd) that can then help Frog Design in developing design research of existing solutions worldwide. | |||
- frogMob is an open, crowdsourced approach to research [...] frogMob gives us the opportunity to rapidly identify patterns across markets and geographies, and ultimately glean inspiration from unexpected sources. | |||
frogMob is not about real etnographic research, but it looks just for “small adaptations invented by real people”: it began as an internal experiment, and now it is publicly open to participants. It seems like a business version of a Wikipedia of product hacking done by users: they’re not yet co-designers, but this is one of the first steps in that direction. | |||
Incentives are very basic: you participate because you’d like to play an active role in Frog Design’s design process, engaging in a dialogue with Frog Design’s research teams, and then you can get your submission featured on the online and print magazine design mind. Submissions are voluntary and unpaid, and participants own the rights to their content." | |||
(http://www.openp2pdesign.org/2011/open-design/open-design-is-going-mainstream-now-first-part/) | |||
==[[Open Ideo]]== | |||
Massimo Menichinelli: | |||
“OpenIDEO 2) is a project launched in August 2010 by IDEO, one of the most famous design and innovation consultancies. OpenIDEO can be regarded as an hybrid between Crowdsourcing and Open Design, since they launch challenges to the online crowd, but later the process is collaborative. We must note however that the paradigm here is more Web 2.0 than Open Source: collaboration on OpenIDEO is only about voting, commenting and talking about the projects, in order to refine them and discard the less interesting, so that one winner will be chosen in the end. There is no actual collaborative design with an Open Source process. All concepts generated are shareable, remix-able, and reusable in a similar way to Creative Commons (though this means they’re not using Creative Commons), since participants own the concepts but grant a non-exclusive license to the Challenge Host for possible publication. Beyond that, organizations that partner with OpenIDEO on challenges may choose to implement the top ideas. | |||
All challenges posted will be for social good, meaning that they won’t be used for commercial projects. In time, IDEO may use the same platform as part of their client work for closed challenges (that won’t appear on OpenIDEO). It seems therefore that it is for social and non-commercial goals now, but at the same time it’s a research about using the same approach (that is, more Open Innovation that real Open Design) to the commercial side of IDEO. | |||
“They especially paid attention to the problem of metrics: how do we measure collaboration, the work of every participant and the state of the community? I will return on this issue in the future, since it’s critical for the development of Open Design and any open projects (and therefore of Open P2P Design, that enables them). For the moment, the approach of OpenIDEO is an interesting case: | |||
- The Design Quotient (DQ) is a measure of your contributions to OpenIDEO. It corresponds to how active you are in the inspiration, concepting, and evaluation phases of a challenge. It also measures your collaboration, increasing every time you comment or build on other people’s inspirations and concepts. When you take part in a challenge, you build up your DQ by accruing points. A DQ can help to publicly identify your design expertise and strengths. Maybe you’re excellent at providing inspiration that shapes the conversation, or you’re great at building off of others’ ideas. Share it with your friends, colleagues, teachers, and even potential employers to give them some insight into what you’re best at. ” | |||
((http://www.openp2pdesign.org/2011/open-design/open-design-is-going-mainstream-now-first-part/)) | |||
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[[Category:Peerproduction]] | [[Category:Peerproduction]] | ||
[[Category:Collaborative Economy]] | |||
Revision as of 05:47, 25 January 2012
Refers to websites that allow participants to design their own products, then produce it for them.
Discussion
"Open design research: frogMob, developed by frog design, is a tool for crowdsourced design research, based on the idea that everyone can be a researcher for a day, just by paying a little more attention to the world around them. frogMob uses guerilla photography and stories to take a quick pulse on global trends, behaviors, and artifacts. Launched internally first – tapping into frog’s eight global studios – we are now expanding frogMob to a broader public. Through frogMob, we are able to “mobilize” not only our internal network around a specific assignment but also external contributors on an ad hoc basis, in a short amount of time (like a Flash Mob). frogMob allows us to provide lightweight, rapid design research for clients who ask for a “trend scrape” that identifies patterns and offers unexpected inspiration. The key here is to tap into existing knowledge flows - in a nimble way that does not require too much commitment from the participants and eliminates bureaucratic hurdles." (http://designmind.frogdesign.com/blog/openness-or-how-do-you-design-for-the-loss-of-control.html-0)
Examples
- see our case study on Threadless
- Spreadshirt
frogMob
Massimo Menichinelli:
"Another renowned design and innovation consultancy, Frog Design, has started being interested in bringing mass collaboration inside the design process developing frogMob, “an experimental method of guerilla research”. This is clearly not a case of Open Design, but of Crowdsourcing: there is no real collaboration, but only challenges offered to any internet surfer (i.e. the crowd) that can then help Frog Design in developing design research of existing solutions worldwide.
- frogMob is an open, crowdsourced approach to research [...] frogMob gives us the opportunity to rapidly identify patterns across markets and geographies, and ultimately glean inspiration from unexpected sources.
frogMob is not about real etnographic research, but it looks just for “small adaptations invented by real people”: it began as an internal experiment, and now it is publicly open to participants. It seems like a business version of a Wikipedia of product hacking done by users: they’re not yet co-designers, but this is one of the first steps in that direction.
Incentives are very basic: you participate because you’d like to play an active role in Frog Design’s design process, engaging in a dialogue with Frog Design’s research teams, and then you can get your submission featured on the online and print magazine design mind. Submissions are voluntary and unpaid, and participants own the rights to their content." (http://www.openp2pdesign.org/2011/open-design/open-design-is-going-mainstream-now-first-part/)
Open Ideo
Massimo Menichinelli:
“OpenIDEO 2) is a project launched in August 2010 by IDEO, one of the most famous design and innovation consultancies. OpenIDEO can be regarded as an hybrid between Crowdsourcing and Open Design, since they launch challenges to the online crowd, but later the process is collaborative. We must note however that the paradigm here is more Web 2.0 than Open Source: collaboration on OpenIDEO is only about voting, commenting and talking about the projects, in order to refine them and discard the less interesting, so that one winner will be chosen in the end. There is no actual collaborative design with an Open Source process. All concepts generated are shareable, remix-able, and reusable in a similar way to Creative Commons (though this means they’re not using Creative Commons), since participants own the concepts but grant a non-exclusive license to the Challenge Host for possible publication. Beyond that, organizations that partner with OpenIDEO on challenges may choose to implement the top ideas.
All challenges posted will be for social good, meaning that they won’t be used for commercial projects. In time, IDEO may use the same platform as part of their client work for closed challenges (that won’t appear on OpenIDEO). It seems therefore that it is for social and non-commercial goals now, but at the same time it’s a research about using the same approach (that is, more Open Innovation that real Open Design) to the commercial side of IDEO.
“They especially paid attention to the problem of metrics: how do we measure collaboration, the work of every participant and the state of the community? I will return on this issue in the future, since it’s critical for the development of Open Design and any open projects (and therefore of Open P2P Design, that enables them). For the moment, the approach of OpenIDEO is an interesting case:
- The Design Quotient (DQ) is a measure of your contributions to OpenIDEO. It corresponds to how active you are in the inspiration, concepting, and evaluation phases of a challenge. It also measures your collaboration, increasing every time you comment or build on other people’s inspirations and concepts. When you take part in a challenge, you build up your DQ by accruing points. A DQ can help to publicly identify your design expertise and strengths. Maybe you’re excellent at providing inspiration that shapes the conversation, or you’re great at building off of others’ ideas. Share it with your friends, colleagues, teachers, and even potential employers to give them some insight into what you’re best at. ” ((http://www.openp2pdesign.org/2011/open-design/open-design-is-going-mainstream-now-first-part/))
More Information
Our entries on Crowdsourcing and Desktop Manufacturing